Jump to content
  • Advertisement
Sign in to follow this  
i1977

Conditions for viewing textures in VC++.NET while debugging

This topic is 4963 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm trying to use the debug feature in VC++.NET that allows you to see textures and render targets in small floating windows while debugging a D3D9 application, but the windows always show "<Not available>". What are the necessary conditions for this to work? Right now, I'm switching to the reference rasterizer, using a non-pure device. Am I forgetting something?

Share this post


Link to post
Share on other sites
Advertisement
A surface could come back as "Unavailable" for the following reasons:

(1) The surface isn't lockable - it must be created to allow it to be locked for read-only access. To create a lockable backbuffer, specify the D3DPRESENTFLAG_LOCKABLE_BACKBUFFER flag in your D3DPRESENT_PARAMETERS.

(2) The surface is a volume texture.

(3) The surface is an unsupported pixel format.

(4) The application you are debugging is running on a remote computer.

Debugging of a pure reference device works the same as debugging with a non-pure reference device.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!